Hi,
A new development branch on refactoring of osgAnimation has been open.
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
.
Main features
-Rewriting of animation datapreparation and RigTransforms (have observed few perf enhancement for both loading and software animation)
-Delegates animation data preparation to RigTransform instead of RigGeometry (and so remove the utility of Influence Set)
-add a MorphTargetHardware implementation
-add a bunch of utility functions to deal with VertexInfluenceMap
-various cleanup and bug fixes

I invite you all to test, review and critic new design and features.
I would like to know if some of you experience problem with their model...(I'm not perfect:/ so perhaps I miss something)
Feel free to give your feedback here

Things to know:
-using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be modified changing

Code:

uniform int nbBonesPerVertex;

to

Code:

uniform uint nbBonesPerVertex;

Perhaps it breaks backward compatibility, please tell me

PS:Further, from a personal point of view I would push refactoring toward backward miscompatibilities with few renaming so tell here if anyone manipulate VertexInfluence in their work.

Thank you!

Cheers,
Julien

Last edited by mp3butcher (Julien Valentin) on Tue Sep 05, 2017 6:55 pm; edited 6 times in total

Hi. It would be nice to know WHAT changed and WHY.
Otherwise the news is kinda funny. Something has been changed and
everyone is welcome to test it. Sounds like a github project just went
live! But so did thousands of others.

Up for the ML:
Hi,
A new development branch on refactoring of osgAnimation has been open.
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
.
Main features
-Rewriting of animation datapreparation and RigTransforms (have observed few perf enhancement for both loading and software animation)
-Delegates animation data preparation to RigTransform instead of RigGeometry (and so remove the utility of Influence Set)
-add a MorphTargetHardware implementation
-add a bunch of utility functions to deal with VertexInfluenceMap
-various cleanup and bug fixes

I invite you all to test, review and critic new design and features.
I would like to know if some of you experience problem with their model...(I'm not perfect:/ so perhaps I miss something)
Feel free to give your feedback here

Things to know:
-using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be modified changing

Code:

uniform int nbBonesPerVertex;

to

Code:

uniform uint nbBonesPerVertex;

Perhaps it breaks backward compatibility, please tell me

PS:Further, from a personal point of view I would push refactoring toward backward miscompatibilities with few renaming so tell here if anyone manipulate VertexInfluence in their work.

Up for the ML:
Hi,
A new development branch on refactoring of osgAnimation has been open.
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
.
Main features
-Rewriting of animation datapreparation and RigTransforms (have observed few perf enhancement for both loading and software animation)
-Delegates animation data preparation to RigTransform instead of RigGeometry (and so remove the utility of Influence Set)
-add a MorphTargetHardware implementation
-add a bunch of utility functions to deal with VertexInfluenceMap
-various cleanup and bug fixes

I invite you all to test, review and critic new design and features.
I would like to know if some of you experience problem with their model...(I'm not perfect:/ so perhaps I miss something)
Feel free to give your feedback here

Things to know:
-using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be modified changing

Code:
uniform int nbBonesPerVertex;

to

Code:
uniform uint nbBonesPerVertex;

Perhaps it breaks backward compatibility, please tell me

PS:Further, from a personal point of view I would push refactoring toward backward miscompatibilities with few renaming so tell here if anyone manipulate VertexInfluence in their work.

Hi Raymond
It's not a revolution:)
There's no real changes in the API so all is expect to run as usual.
so fbx models should work...
And no it's not directly related to MDI: I decided to rewrite it because of a bug I encountered during the dev of a rigeometry simplification tool..

Cheers

reedev wrote:

Hi Julien,

This sounds promising and I will try it out. For my/our understanding: should we be able to use our models from for instance fbx files as-is?

Up for the ML:
Hi,
A new development branch on refactoring of osgAnimation has been open.
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
.
Main features
-Rewriting of animation datapreparation and RigTransforms (have observed few perf enhancement for both loading and software animation)
-Delegates animation data preparation to RigTransform instead of RigGeometry (and so remove the utility of Influence Set)
-add a MorphTargetHardware implementation
-add a bunch of utility functions to deal with VertexInfluenceMap
-various cleanup and bug fixes

I invite you all to test, review and critic new design and features.
I would like to know if some of you experience problem with their model...(I'm not perfect:/ so perhaps I miss something)
Feel free to give your feedback here

Things to know:
-using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be modified changing

Code:
uniform int nbBonesPerVertex;

to

Code:
uniform uint nbBonesPerVertex;

Perhaps it breaks backward compatibility, please tell me

PS:Further, from a personal point of view I would push refactoring toward backward miscompatibilities with few renaming so tell here if anyone manipulate VertexInfluence in their work.

Hi Robert
I just did a commit of my experimental useless bone removal method.
So long so far I didn't have any issue with my Blender test models (which represent a "outnumbered sample" of 2 models...one with ik the other with morphtarget)
However, I didn't have any feedback from the community or original maintainer so I can't certificate it 100% bugfree.

From my point of view, I achieve to do whadIwannado with it (MDI crowd) so I'm quite satisfied with the current version and would vote for merging, but it's just one perspective among other ...

Cheers

robertosfield wrote:

Hi Julien,

What is the status of the osganimation branch? How close do you feel we are to merging it with master?

I haven't done recent testing on osganimation so don't have any personal observations to chip in, but plan to start looking it with a view to merging with master.

I will also tag a dev release early next week so could possibly merge osganimation for that.

Let me know what the status is so I can start planning my review time.

FWIW, I tried to build the osganimation branch last week or so with
Visual Studio 2015 and it did not build. I did not have time to look
into the issues but plan to do so asap.

Fyi, I will test with fbx models that I have used successfully with
previous versions of the OSG.

Cheers,
Raymond

On 10/27/2017 3:27 PM, Julien Valentin wrote:

Quote:

Hi Robert
I just did a commit of my experimental useless bone removal method.
So long so far I didn't have any issue with my Blender test models (which represent a "outnumbered sample" of 2 models...one with ik the other with morphtarget)
However, I didn't have any feedback from the community or original maintainer so I can't certificate it 100% bugfree.

From my point of view, I achieve to do whadIwannado with it (MDI crowd) so I'm quite satisfied with the current version and would vote for merging, but it's just one perspective among other ...

Cheers

robertosfield wrote:

Quote:

Hi Julien,

What is the status of the osganimation branch? How close do you feel we are to merging it with master?

I haven't done recent testing on osganimation so don't have any personal observations to chip in, but plan to start looking it with a view to merging with master.

I will also tag a dev release early next week so could possibly merge osganimation for that.

Let me know what the status is so I can start planning my review time.

I have begun my old build tests and have merged master into osganimation branch and checked this in, and then fixed the build problems when compiling with OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION set to OFF. These changes are all checked into the osganimation branch.

I have begun looking at source code and find the style used a bit awkward and rather different from the rest of the OSG. I know this will have been partly been down to what it's been like prior to your changes. I don't find the style used for spacing and indentation helps readability - there are some very odd choices where therearenowspacesbetweenstuff and then bits that have an odd segments of code where the spacing is very spacious for no apparent reason.

I don't know how practical it is for me to go through all osg osgAnimation and headers to fix things. In the past I have used code beutifiers with varying success. Perhaps there are modern tools now that can do a better job and worth trying out. I welcome suggestions on what tools there might be. What I'd like to arrive at is an osgAnimation headers and source that look like the rest of the OSG.

On 27 October 2017 at 14:27, Julien Valentin < (

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)> wrote:

Quote:

Hi Robert
I just did a commit of my experimental useless bone removal method.

So long so far I didn't have any issue with my Blender test models (which represent a "outnumbered sample" of 2 models...one with ik the other with morphtarget)
However, I didn't have any feedback from the community or original maintainer so I can't certificate it 100% bugfree.

Quote:

From my point of view, I achieve to do whadIwannado with it (MDI crowd) so I'm quite satisfied with the current version and would vote for merging, but it's just one perspective among other ...

OK. So we are now at a point where we need wider testing.

Personally I have not been a serious user of osgAnimation so haven't got much experience or test cases to draw from so need yourself and the rest of the community to hammer it hard.

Hi Julien, Robert et al.
I'll be out next week, but my plan is to start testing as soon as I get to my computer.
We have a wide variety of animation models to test, so I hope we can help in this topic.

Sorry for not being able to add any feedback these days.

Cheers.

El 27 oct. 2017 6:33 p. m., "Robert Osfield" < (

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)> escribió:

Quote:

Hi Raymond,

On 27 October 2017 at 14:41, Raymond de Vries < (

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)> wrote:

Quote:

FWIW, I tried to build the osganimation branch last week or so with Visual Studio 2015 and it did not build. I did not have time to look into the issues but plan to do so asap.

Do you recall what the issues were? I might be able resolve them before you next check it out.

Quote:

Fyi, I will test with fbx models that I have used successfully with previous versions of the OSG.

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